NVIDIA officially announces PhysX 5.0
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Silva
This demo looks like something made 10 years ago.
Prince Valiant
Nice to see something that matters is finally getting pushed again 😀.
Toadstool
mbk1969
To hell destructible surfaces. Give me natural boobs physics!
schmidtbag
Astyanax
its not locked to nvidia's platform and never has been.
Denial
ObscureangelPT
The mindshare of nvidia is huge.
We still see people in here, in a g33k website where people usually realizes what they say, talking about PhysX like it is 2006.
PhysX is used in most games today, all the cloth effects, wind and rigid body physics and simple particles, and ALL, I mean ALL, run at the CPU not at the GPU.
PhysX GPU is pretty much dead, aside from Metro Exodus, in 2 years it wasn't released a single game using it
And nobody even talked about PhysX on Metro, only talked about RayTracing.
I'm soched when I see somebody asking for a secondary GPU just for PhysX, lol in 2019.
There are though GPU Particle effects in a lot of games nowadays, like in the latest DOOM which interact with the environment and even your weapon.
PhysX5 will be processed by the CPU, and this technique called FEM is already used in BeamNG and also Wreckfest.
AMD also shared their FEM libraries on GPUOpen Initiative, unity and unreal will surely implement either their own verstion or AMD version or PhysX5 for the developers to use.
But it is a CPU thing and it is highly multithreaded according to AMD which makes sense since we have CPUs nowadays able of providing >144FPS and more cores than games can mostly use effectivelly.
@Denial Exactly
Astyanax
https://www.dsogaming.com/news/nvidia-open-sources-physx-can-now-support-gpu-accelerated-effects-on-amds-graphics-cards/
what about the gpu libraries?
AMD had the opportunity to develop a translation layer for cl<>physx since 3.x
jbscotchman
Astyanax
Fox2232
Fox2232
Denial
illrigger
There have been reviews published (Hardware Unboxed, Gamer's Nexus) showing that some games are already getting CPU bound at 6 cores at all resolutions (including 4k), and we are just getting started. 4C/8T is on the cusp of being inadequate, because 6C/12T is now the standard for entry level gaming PCs, and that's the target that AAA games will be aiming at. Clock speeds are important, but they cannot replace the power of having multiple threads doing the load; after all, a 5GHz CPU is only 20% faster than a 4GHz one (all other things being equal), but 8 cores has 100% more compute power than 4 cores when fully utilized - which a lot of games today are capable of doing.
The days of developers needing to put in thousands of man-hours to support more cores are gone, since now the game engines themselves give them the tools they need, and the same goes for physics simulation. The support for unlimited cores is already here, developers just need to organize their code to work with that function in the engine to use it.
As for PhysX shown in the demo, the cool thing there is the realistic cloth simulation. The Unreal demos are great looking, but they are permanent solid object manipulation, which, along with flowing liquids, are the least compute heavy thing you can do with physics engines. Cloth and hair physics are REALLY taxing on a CPU/GPU - the objects keep interacting and shift constantly based on movement and the environment .This is why it's only done in the most basic way in games, without accounting for collisions. When you throw 2 or more cloth sims on top of one another, things get super heavy compute-wise - things like putting two or more physics-based cloth objects so they react to one another will absolutely crush any CPU available right now - it's up there with raytracing as far as compute goes. If nVidia has managed to get Tensor cores to accellerate that process to realtime, then the difference in games will be far more apparent than just blowing up a wall or reflecting the sky into a puddle.
Think about how armor looks on characters in games - the chest pieces deform as the body moves, rather than being static and moving around the body underneath because the physics to do that movement is far too compute heavy to do in real time. Think how a human body is soft and can bend when interacted with by another object - imagine being able to render in real time the way your skin on your arm moves when you grab it with your hand, how the waistband of your pants pushes into your belly, or how your shirt rests over your pants and moves in relation to them as you move. This stuff takes minutes per frame on the simplest scale with the CPUs and GPUs we have today, and so the game devs have to fudge things, and those shortcuts create an uncanny valley effect. If they have gotten even the most basic versions of that stuff to real time rendering, that will be the biggest game improvement that we have seen in a long time.
schmidtbag
illrigger
Denial
alanm
HeavyHemi